Sprace: A post-mortem

Posted by
May 7th, 2012 1:31 pm


First of all please excuse my English, that might not be perfect.

This competition was my first Ludum Dare, and my first entry was also (more or less) my first game (unless you want to count this Minesweeper in). I must say I thoroughly enjoyed the experience, and I’m positive I want to take part in a future Ludum Dare competition.

Even though I don’t have much to say, I wanted to make a short “post-mortem,” in order to share my modest experience and some thoughts that might be useful to some. If you want to understand better what I’ll be talking about, play the game here (and please rate and comment, if you want!).

What went right, or wrong, or not (yes, I’ve decided to merge the two since I couldn’t split some ideas into these two categories):

  • The idea came to my mind rather quickly. (Some people around me couldn’t believe I had this “dirty” idea; or they thought it was related with a girl, which is false, believe me.)
  • I worked efficiently the first day and I had a functional prototype early enough. However I didn’t work very much the second day, but that was because of French elections and friends visiting me.
  • I managed to create a rather good-looking sperm animation! Actually I spent a lot of time trying to make a beautiful regular 4-frames animation, the last two frames being symetrical to the first two, and I ended up realizing that the symetry was a bad idea: the animation was anything but “natural”, the symetry was visible and didn’t look well at all. I finally decided to draw the 4 frames by hand, without any kind of “regularity”, and it was a success (in my opinion).
  • I appreciated working with HTML5’s Canvas and JavaScript. It was a first try for me (even though I knew JavaScript and HTML fairly well before) and turned out to be surprisingly pleasant to use (I think I like prototype-based programming). I will probably reuse this technology in the future, even though manipulating audio at the moment is difficult with HTML (but Web Audio API is coming…).
  • I failed at improving vertical controls (acceleration). Your “character” goes up or down too fast, and it sort of sticks to the top and bottom edges of the screen. Very annoying at first.
  • I failed at recording other sounds and music. I tried some ideas and was close to a good result, but didn’t have enough time to record and include it into the game.
  • The last two hours of the competition were awfully rushed and that was not necessarily a good point. But at the same time, the emergency of the situation made me sometimes find good and intelligent solutions to my problems. I liked that.
  • As a conclusion: Even though I sort of failed by not using my time very well, this competition showed me that I can produce a (sort of) game in 48 hours. Ok, that didn’t sound very original. Actually I want to say that this Ludum Dare may have made me more confident in regards to motivation. I tend to procrastinate a lot, and I came to the conclusion that I should from time to time impose to myself short delays (like, say, 48 hours?) to accomplish some kind of task or project.

I hope this wasn’t too boring. Thanks for reading!

"Sprace", Niavlys' LD23 entry

Sprace, Niavlys' LD23 entry

Did I offer you to play the game and rate it? Many thanks if you already have!

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